rtsCamera.h
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#include "rtsVector3d.h"
#include "rtsPoint3d.h"
#include "rtsQuaternion.h"
#ifndef RTS_CAMERA_H
#define RTS_CAMERA_H
class rtsCamera
{
vector3D<float> d; //direction that the camera is pointing
point3D<float> p; //position of the camera
vector3D<float> up; //"up" direction
float focus; //focal length of the camera
float fov;
//private function makes sure that the up vector is orthogonal to the direction vector and both are normalized
void stabalize()
{
vector3D<float> side = up.X(d);
up = d.X(side);
up.Normalize();
d.Normalize();
}
public:
void setPosition(point3D<float> pos)
{
p = pos;
}
void setPosition(float x, float y, float z){setPosition(point3D<float>(x, y, z));}
void setFocalDistance(float distance){focus = distance;}
void setFOV(float field_of_view){fov = field_of_view;}
void LookAt(point3D<float> pos)
{
//find the new direction
d = pos - p;
//find the distance from the look-at point to the current position
focus = d.Length();
//stabalize the camera
stabalize();
}
void LookAt(float px, float py, float pz){LookAt(point3D<float>(px, py, pz));}
void LookAt(point3D<float> pos, vector3D<float> new_up){up = new_up; LookAt(pos);}
void LookAt(float px, float py, float pz, float ux, float uy, float uz){LookAt(point3D<float>(px, py, pz), vector3D<float>(ux, uy, uz));}
void LookAtDolly(float lx, float ly, float lz)
{
//find the current focus point
point3D<float> f = p + focus*d;
vector3D<float> T = point3D<float>(lx, ly, lz) - f;
p = p + T;
}
void Dolly(vector3D<float> direction)
{
p = p+direction;
}
void Dolly(float x, float y, float z){Dolly(vector3D<float>(x, y, z));}
void Push(float delta)
{
if(delta > focus)
delta = focus;
focus -= delta;
Dolly(d*delta);
}
void Pan(float theta_x, float theta_y, float theta_z)
{
//x rotation is around the up axis
rtsQuaternion<float> qx;
qx.CreateRotation(theta_x, up.x, up.y, up.z);
//y rotation is around the side axis
vector3D<float> side = up.X(d);
rtsQuaternion<float> qy;
qy.CreateRotation(theta_y, side.x, side.y, side.z);
//z rotation is around the direction vector
rtsQuaternion<float> qz;
qz.CreateRotation(theta_z, d.x, d.y, d.z);
//combine the rotations in x, y, z order
rtsQuaternion<float> final = qz*qy*qx;
//get the rotation matrix
matrix4x4<float> rot_matrix = final.toMatrix();
//apply the rotation
d = rot_matrix*d;
up = rot_matrix*up;
//stabalize the camera
stabalize();
}
void Pan(float theta_x){Pan(theta_x, 0, 0);}
void Tilt(float theta_y){Pan(0, theta_y, 0);}
void Twist(float theta_z){Pan(0, 0, theta_z);}
void Zoom(float delta)
{
fov -= delta;
if(fov < 0.5)
fov = 0.5;
if(fov > 180)
fov = 180;
}
void OrbitFocus(float theta_x, float theta_y)
{
//find the focal point
point3D<float> focal_point = p + focus*d;
//center the coordinate system on the focal point
point3D<float> centered = p - (focal_point - point3D<float>(0, 0, 0));
//create the x rotation (around the up vector)
rtsQuaternion<float> qx;
qx.CreateRotation(theta_x, up.x, up.y, up.z);
centered = qx.toMatrix()*centered;
//get a side vector for theta_y rotation
vector3D<float> side = up.X((point3D<float>(0, 0, 0) - centered).Normalize());
rtsQuaternion<float> qy;
qy.CreateRotation(theta_y, side.x, side.y, side.z);
centered = qy.toMatrix()*centered;
//perform the rotation on the centered camera position
//centered = final.toMatrix()*centered;
//re-position the camera
p = centered + (focal_point - point3D<float>(0, 0, 0));
//make sure we are looking at the focal point
LookAt(focal_point);
//stabalize the camera
stabalize();
}
void Slide(float u, float v)
{
vector3D<float> V = up.Normalize();
vector3D<float> U = up.X(d).Normalize();
p = p + (V * v) + (U * u);
}
//accessor methods
point3D<float> getPosition(){return p;}
vector3D<float> getUp(){return up;}
vector3D<float> getDirection(){return d;}
point3D<float> getLookAt(){return p + focus*d;}
float getFOV(){return fov;}
//output the camera settings
const void print(ostream& output)
{
output<<"Position: "<<p<<endl;
}
friend ostream& operator<<(ostream& out, const rtsCamera& c)
{
out<<"Position: "<<c.p<<endl;
out<<"Direction: "<<c.d<<endl;
out<<"Up: "<<c.up<<endl;
out<<"Focal Distance: "<<c.focus<<endl;
return out;
}
//constructor
rtsCamera()
{
p = point3D<float>(0, 0, 0);
d = vector3D<float>(0, 0, 1);
up = vector3D<float>(0, 1, 0);
focus = 1;
}
};
#endif